Results for 'game of life'

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  1. Ontology in the Game of Life.Eric Steinhart - 2012 - Axiomathes 22 (3):403-416.
    The game of life is an excellent framework for metaphysical modeling. It can be used to study ontological categories like space, time, causality, persistence, substance, emergence, and supervenience. It is often said that there are many levels of existence in the game of life. Objects like the glider are said to exist on higher levels. Our goal here is to work out a precise formalization of the thesis that there are various levels of existence in the (...)
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  2. Are Scientific Models of life Testable? A lesson from Simpson's Paradox.Prasanta S. Bandyopadhyay, Don Dcruz, Nolan Grunska & Mark Greenwood - 2020 - Sci 1 (3).
    We address the need for a model by considering two competing theories regarding the origin of life: (i) the Metabolism First theory, and (ii) the RNA World theory. We discuss two interrelated points, namely: (i) Models are valuable tools for understanding both the processes and intricacies of origin-of-life issues, and (ii) Insights from models also help us to evaluate the core objection to origin-of-life theories, called “the inefficiency objection”, which is commonly raised by proponents of both the (...)
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  3. Games Unlike Life.C. Thi Nguyen - 2023 - Journal of Ethics and Social Philosophy 23 (3).
    This is a reply to Elisabeth Camp's and Elijah Millgram's probing discussions of "Games and the Art of Agency", in a symposium in Journal of Ethics and Social Philosophy. Millgram argues that games cannot function as a guide to life, because they are too different from life. Games are limited in a special way: in life, we deliberate about what goals we want to take on, but in games, the goals are fixed and given to us. Camp (...)
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  4. Life as a Trust Game: a comment on The Option Value of Life.Gregory Ponthiere - 2022 - Economics and Philosophy 38 (2):300-308.
    According to Burri, a major reason why suicide is often irrational lies in the option value of life. Remaining alive is valuable because this allows for a larger menu of options, and the possibility of committing suicide in the future adds further value to the act of remaining alive now. In this note, I represent life as a trust game played by two selves – the young self and the old self – and I argue that the (...)
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  5. The Game of Thinking: A Book for the Free Mind.Stephen Muires - 2018 - London, UK: Flowing Books.
    We exist inside a Game of Thinking. We call it the universe, life, reality. But it is the Game of Thinking, a game not played by us, but by thought. Thinking is a fact; everything else is theory. Thought wants us to think. If that was not true, we would be able to stop thinking. But we are not. Our thinking process runs our lives, yet we do not control it, create it, or guide it. Nor (...)
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  6. Understanding and Calculating the Odds: Probability Theory Basics and Calculus Guide for Beginners, with Applications in Games of Chance and Everyday Life.Catalin Barboianu - 2006 - Craiova, Romania: Infarom.
    This book presents not only the mathematical concept of probability, but also its philosophical aspects, the relativity of probability and its applications and even the psychology of probability. All explanations are made in a comprehensible manner and are supported with suggestive examples from nature and daily life, and even with challenging math paradoxes.
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  7. Artificial Agency and the Game of Semantic Extension.Fossa Fabio - 2021 - Interdisciplinary Science Reviews 46 (4):440-457.
    Artificial agents are commonly described by using words that traditionally belong to the semantic field of organisms, particularly of animal and human life. I call this phenomenon the game of semantic extension. However, the semantic extension of words as crucial as “autonomous”, “intelligent”, “creative”, “moral”, and so on, is often perceived as unsatisfactory, which is signalled with the extensive use of inverted commas or other syntactical cues. Such practice, in turn, has provoked harsh criticism that usually refers back (...)
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  8. Life Is Strange and ‘‘Games Are Made’’: A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre.Luis de Miranda - 2016 - Games and Culture 1 (18).
    The multiple-choice video game Life is Strange was described by its French developers as a metaphor for the inner conflicts experienced by a teenager in trying to become an adult. In psychological work with adolescents, there is a stark similarity between what they experience and some concepts of existentialist philosophy. Sartre’s script for the movie Les Jeux Sont Faits (literally ‘‘games are made’’) uses the same narrative strategy as Life is Strange—the capacity for the main characters to (...)
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  9. Philosophy of games.C. Thi Nguyen - 2017 - Philosophy Compass 12 (8):e12426.
    What is a game? What are we doing when we play a game? What is the value of playing games? Several different philosophical subdisciplines have attempted to answer these questions using very distinctive frameworks. Some have approached games as something like a text, deploying theoretical frameworks from the study of narrative, fiction, and rhetoric to interrogate games for their representational content. Others have approached games as artworks and asked questions about the authorship of games, about the ontology of (...)
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  10. Prisoners of Reason: Game Theory and Neoliberal Political Economy.S. M. Amadae (ed.) - 2015 - New York: Cambridge University Press.
    Is capitalism inherently predatory? Must there be winners and losers? Is public interest outdated and free-riding rational? Is consumer choice the same as self-determination? Must bargainers abandon the no-harm principle? Prisoners of Reason recalls that classical liberal capitalism exalted the no-harm principle. Although imperfect and exclusionary, modern liberalism recognized individual human dignity alongside individuals' responsibility to respect others. Neoliberalism, by contrast, views life as ceaseless struggle. Agents vie for scarce resources in antagonistic competition in which every individual seeks dominance. (...)
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  11. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - 2024 - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
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  12. Virtual Reality and the Meaning of Life.John Danaher - 2022 - In Iddo Landau (ed.), The Oxford Handbook of Meaning in Life. New York: Oxford University Press.
    It is commonly assumed that a virtual life would be less meaningful (perhaps even meaningless). As virtual reality technologies develop and become more integrated into our everyday lives, this poses a challenge for those that care about meaning in life. In this chapter, it is argued that the common assumption about meaninglessness and virtuality is mistaken. After clarifying the distinction between two different visions of virtual reality, four arguments are presented for thinking that meaning is possible in virtual (...)
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  13. In Defense of the Post-Work Future: Withdrawal and the Ludic Life.John Danaher - 2019 - In Michael Cholbi & Michael Weber (eds.), The Future of Work, Technology, and Basic Income. Routledge. pp. 99-116.
    A basic income might be able to correct for the income related losses of unemployment, but what about the meaning/purpose related losses? For better or worse, many people derive meaning and fulfillment from the jobs they do; if their jobs are taken away, they lose this source of meaning. If we are about the enter an era of rampant job loss as a result of advances in technology, is there a danger that it will also be an era of rampant (...)
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  14.  79
    The Prisoner’s versus Pardoner’s Dilemmas: A Juxtaposition of Two Strategic Decision-Game Theoretic Approaches in Social Sciences.Saad Malook - 2024 - Journal of Social and Organizational Matters 3 (3):52-74.
    This article introduces a strategic decision-game theoretic approach, the Pardoner’s Dilemma, and juxtaposes it with the Prisoner’s Dilemma. Game theory has emerged as a significant approach in the twentieth century for explaining strategic decision-making in numerous arenas, including economics, business, politics, ethics, international relations, biology, law, and war studies. ‘Game theory’ explains how and why players/actors/agents cooperate or conflict to procure their self-interests in a social world. Life is a game, and human, corporate, and artificial (...)
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  15. Gaming with History: How History of Science can be used as a scientific storytelling tool.Dora Dias & José Ferraz-Caetano - 2021 - Hypothesis Historia Periodical 1 (1):33-44.
    Gamification can be a useful tool when engaging young students with science. When designing a new game, it is pivotal that a featured storytelling element can draw students' attention while providing an enjoyable experience. However, building such an insightful science dissemination narrative from scratch is often challenging. As real-life situations are frequently more appealing to students, adding alternative history elements can be helpful when designing such a game. In this paper, we present a novel educational framework to (...)
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  16. Analogy of the Game as a Response to the Problems of Language: A Critical Analysis of Ludwig Wittgenstein’s Concept of Language-Games.Leo Andrew Diego - manuscript
    This study which utilized the critical analysis, analyzed Wittgenstein’s concept of language-game and its implications in philosophical discipline and contemporary society. To delineate the origin of the problem of language in terms of epistemological dimension, the researcher analyzed the related concepts on classical philosophy. To determine the origin of the concept of language-game, the researcher used the historical method. To constructively criticize the end-goal of language-game, the hermeneutical approach of Hans Georg Gadamer was employed. From the findings (...)
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  17. "Life as Algorithm".S. M. Amadae - 2021 - In Jenny Andersson & Sandra Kemp (eds.), Twenty-First Century Approaches to Literature: Futures.
    This chapter uncovers the complex negotiations for authority in various representations about futures of life which have been advanced by different branches of the sciences, and have culminated in the emerging concept of life as algorithm. It charts the historical shifts in expertise and representations of life, from naturalists, to mathematical modellers, and specialists in computation, and argues that physicists, game theorists, and economists now take a leading role in explaining and projecting futures of life. (...)
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  18. Building a Postwork Utopia: Technological Unemployment, Life Extension and the Future of Human Flourishing.John Danaher - 2017 - In Lagrandeur Kevin & Hughes James (eds.), Surviving the Machine Age. Palgrave-MacMillan. pp. 63-82.
    Populations in developed societies are rapidly aging: fertility rates are at all-time lows while life expectancy creeps ever higher. This is triggering a social crisis in which shrinking youth populations are required to pay for the care and retirements of an aging majority. Some people argue that by investing in the right kinds of lifespan extension technology – the kind that extends the healthy and productive phases of life – we can avoid this crisis (thereby securing a ‘longevity (...)
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  19. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the (...)
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  20. Foreword to "The Life of the Mind" by Gregory McCulloch.Tim Crane - 2002 - In Gregory McCulloch (ed.), The Life of the Mind: An Essay on Phenomenological Externalism. New York: Routledge.
    At the time of his tragic death in December 2001, Greg McCulloch had completed the final version of The Life of the Mind, a book he had been working on, on and off, for almost twenty years. The book provides a synthesis of the ideas Greg had developed in his earlier three books, The Game of the Name (Oxford University Press 1989), Using Sartre (Routledge 1994) and The Mind and its World (Routledge 1995), and which also found expression (...)
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  21. The Semiotics of Video Games.Christophe Bruchansky - 2011
    What is the difference between a game and life? Is the game really ending when we go back to our everyday activities? Or could The Sims video game not be a good representation of our existence? It is with these questions in mind that I decided to explore the interdependence that exists between our everyday cultural reality and the rhetoric manifesting itself in video games. This paper introduces some of the key concepts used in the semiotics (...)
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  22. Introducing “The Sustainable Port”: A Serious Game to Study Decision-Making in Port-Related Environments.Gianluca Guglielmo, Michal Klincewicz, Elisabeth Huis in 'T. Veld & Pieter Spronck - 2024 - 2024 Ieee Gaming, Entertainment, and Media Conference (Gem) 1:1-6.
    In this paper, we report on the development of The Sustainable Port video game, which aims to simulate the complex dynamics and decisions occurring in the present and future development of a port area considering environmental aspects (CO2 emissions) and profit. To evaluate if this game fulfills its purpose, we asked 75 students and 34 employees at the Port of Rotterdam (PoR) to play The Sustainable Port. Our results show that PoR employees score higher than students suggesting a (...)
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  23.  78
    VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) (...)
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  24. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health problem of video (...)
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  25. Universal Game Theory.Kevin Nicholas Thomson - 2008 - Proceedings of the Xxii World Congress of Philosophy 34:57-61.
    Universal Game Theory - The theory that all of life is a game played by consciousness’es, (Living Beings). The board is a dream like structure of the universe. The progression is through an active process of intent witnessing, and passive meditation. Which releases the tension in the nerves of the body and leads to selfless actions, moral goodness, and eventually the finish, Enlightenment. Just like a wounded creature only cares about it’s own self. Man in tensionthrough self-centered (...)
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  26. Inquiries into Cognition: Wittgenstein’s Language-Games and Peirce’s Semeiosis for the Philosophy of Cognition.Andrey Pukhaev - 2013 - Dissertation, Gregorian University
    SUMMARY Major theories of philosophical psychology and philosophy of mind are examined on the basis of the fundamental questions of ontology, metaphysics, epistemology, semantics and logic. The result is the choice between language of eliminative reductionism and dualism, neither of which answers properly the relation between mind and body. In the search for a non–dualistic and non–reductive language, Wittgenstein’s notion of language–games as the representative links between language and the world is considered together with Peirce’s semeiosis of cognition. The result (...)
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  27. Snooker.Victor Mota - manuscript
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  28. Online Footprint -A Serious Game for Reducing Digital Carbon Emission.Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar - 2022 - In Sepehr Vaez Afshar, Gülşen Aytaç, Sarvin Eshaghi & Sana Vaez Afshar (eds.), XXVI International Conference of the Ibero-American Society of Digital Graphics. Universidad Peruana de Ciencias Aplicadas: Ibero-American Society of Digital Graphics. pp. 1043-1052.
    Life is getting digital more than ever as technology improves. While the Internet is responsible for two percent of global greenhouse gas emissions, it is underestimated as a pollutant. Since public awareness is one of the most important preservation methods, it can contribute to protecting the environment from carbon emissions by raising people's understanding. In this regard, serious games, as a type of gamification transmitting educational content besides entertainment, immerse the player in enjoyment while teaching them a specific topic (...)
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  29. The positive side of psychopathy: Emotional detachment in psychopathy and rational decision-making in the ultimatum game.Takahiro Osumi & Hideki Ohira - 2010 - Personality and Individual Differences 49:451–456.
    An emotional deficit in individuals with psychopathy has been regarded as a potential factor in the disinhibition of selfish behaviors, which can be an impediment to a successful life in human society. However, recent studies in the field of economics have made clear that emotional function is associated with irrational decision-making. In the present study, to test whether psychopathy may have a positive aspect in a social setting, we examined the decision-making of college students with high and low tendencies (...)
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  30. Review of: Truth by Analysis: Games, Names, and Philosophy, by Colin McGinn. [REVIEW]Tim Button - 2013 - Analysis 73 (3):577-580.
    In Truth by Analysis (2012), Colin McGinn aims to breathe new life into conceptual analysis. Sadly, he fails to defend conceptual analysis, either in principle or by example.
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  31. A very brief review of the life and work of neuroscientist, physician, psychoanalyst, inventor, animal rights activist and pioneer in dolphins, isolation tanks and psychedelics John C Lilly 1915-2001.Starks Michael - 2016 - In Michael Starks (ed.), Suicidal Utopian Delusions in the 21st Century: Philosophy, Human Nature and the Collapse of Civilization-- Articles and Reviews 2006-2017 2nd Edition Feb 2018. Las Vegas, USA: Reality Press. pp. 577-580.
    Lilly was one of the greatest scientists and pioneers on the limits of human possibility but after his death a collective amnesia has descended and he is now almost forgotten. His Wiki is good but inevitably incomplete so here are a few missing details and viewpoints. Lilly was a generation (or more) ahead of his time. He is almost single-handedly responsible for the great interest in dolphins (which led to the Marine Mammal Protection Act in the USA and helped to (...)
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  32. Game-Theoretic Robustness in Cooperation and Prejudice Reduction: A Graphic Measure.Patrick Grim - 2006 - In L. M. Rocha, L. S. Yaeger, M. A. Bedeau, D. Floreano, R. L. Goldstone & Alessandro Vespignani (eds.), Artificial Life X. Mit Press (Cambridge). pp. 445-451.
    Talk of ‘robustness’ remains vague, despite the fact that it is clearly an important parameter in evaluating models in general and game-theoretic results in particular. Here we want to make it a bit less vague by offering a graphic measure for a particular kind of robustness— ‘matrix robustness’— using a three dimensional display of the universe of 2 x 2 game theory. In a display of this form, familiar games such as the Prisoner’s Dilemma, Stag Hunt, Chicken and (...)
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  33. Toward an Aesthetics of New-Media Environments.Eran Guter - 2016 - Proceedings of the European Society for Aesthetics.
    In this paper I suggest that, over and above the need to explore and understand the technological newness of computer art works, there is a need to address the aesthetic significance of the changes and effects that such technological newness brings about, considering the whole environmental transaction pertaining to new media, including what they can or do offer and what users do or can do with such offerings, and how this whole package is integrated into our living spaces and activities. (...)
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  34. Escape from the mind: Mental life as social life.Clayton Morgareidge - manuscript
    Most contemporary philosophers of mind assume that consciousness is a natural phenomenon that ought to be subject to scientific explanation. Some think that some further advances in science and/or the philosophy of science will finally reveal to us the nature of consciousness. Others suggest that consciousness may lie beyond the reach of the human intellect, that it will always be a mystery. I argue that the mysteriousness of consciousness results from assuming it to be a natural phenomenon. The feature of (...)
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  35. Reducing Prejudice: A Spatialized Game-Theoretic Model for the Contact Hypothesis.Patrick Grim - 2004 - In Jordan Pollack, Mark Bedau, Phil Husbands, Takashi Ikegami & Richard A. Watson (eds.), Artificial Life IX: Proceedings of the Ninth International Conference on Artificial Life. MIT Press. pp. 244-250.
    There are many social psychological theories regarding the nature of prejudice, but only one major theory of prejudice reduction: under the right circumstances, prejudice between groups will be reduced with increased contact. On the one hand, the contact hypothesis has a range of empirical support and has been a major force in social change. On the other hand, there are practical and ethical obstacles to any large-scale controlled test of the hypothesis in which relevant variables can be manipulated. Here we (...)
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  36. Epistemic Zeno Effect.Nadisha-Marie Aliman - manuscript
    This short autodidactic paper compactly introduces the epistemic algorithmic computation (EaC) paradox, a novel analogy to the Turing paradox. Firstly, it is elucidated why in the deepfake era, crafting a provisional solution to the EaC paradox may be beneficent as it may shed more light on one ingrained consequence of the prevailing algorithmic supremacy paradigm: the retrospective obsolescence of the entire biosphere in the game of life precipitated by algorithms instantiated on inert matter. Secondly, the paper analyzes and (...)
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  37. Life and Other Basic Rights in Anscombe.Katharina Nieswandt - 2022 - In Roger Teichmann (ed.), The Oxford Handbook of Elizabeth Anscombe. New York, , NY, United States of America: Oxford University Press, USA. pp. 308–323.
    Following Elizabeth Anscombe, rights exist within practices. A right consists in a bundle of possible and impossible moves within the relevant social 'game', e.g. the practice of private property. What becomes of basic rights on such a social-constructivist conception? Metaphysically, basic rights do not differ from other rights. The right not to be murdered, however, enjoys a transcendental status within Anscombe's moral philosophy, and this construction might extend to other basic rights: Since practical reasoning is directed at the good (...)
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  38. My mind is not the universe: the map is not the territory.Xiaoyang Yu - manuscript
    In order to describe my findings/conclusions systematically, a new semantic system (i.e., a new language) has to be intentionally defined by the present article. Humans are limited in what they know by the technical limitation of their cortical language network. A reality is a situation model (SM). For example, the conventionally-called “physical reality” around my conventionally-called “physical body” is actually a “geometric” SM of my brain. The universe is an autonomous objective parallel computing automaton which evolves by itself automatically/unintentionally – (...)
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  39. A Hypothesis of Extraterrestrial Behavior (2nd edition).William C. Lane - manuscript
    Developments that suggest the universe is full of life make the Fermi paradox increasingly pressing, but our search for an extraterrestrial technological civilization (“ETC”) is handicapped by our ignorance of its probable nature and behavior. This paper offers a way around this problem by drawing on information theoretical concepts, including game theory and Bayesian probability. It argues that, whatever its ultimate goals, an ETC would have the same instrumental goals as other intelligent agents. Generically, these are self-preservation and (...)
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  40. Learning to apply theory of mind.Rineke Verbrugge & Lisette Mol - 2008 - Journal of Logic, Language and Information 17 (4):489-511.
    In everyday life it is often important to have a mental model of the knowledge, beliefs, desires, and intentions of other people. Sometimes it is even useful to to have a correct model of their model of our own mental states: a second-order Theory of Mind. In order to investigate to what extent adults use and acquire complex skills and strategies in the domains of Theory of Mind and the related skill of natural language use, we conducted an experiment. (...)
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  41. Ender-Shiva: Lord of the Dance.Joshua M. Hall - 2013 - In Lucinda Rush & D. E. Wittkower (eds.), Ender's Game and Philosophy: Genocide is Child's Play. Open Court. pp. 75-84.
    [First paragraph]: Believe it or not, it’s no exaggeration to say that Ender’s Game has been the most transformative book of my life. In fact, when I first read it, at the age of fifteen, it almost single-handedly initiated a crisis of faith in me that ended up lasting for eight long years. The reason that it was able to do so is that it is positively full of important philosophical ideas (a fact attested to by the very (...)
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  42. Review of Hyperspace by Michio Kaku (1994).Starks Michael - 2016 - In Michael Starks (ed.), Suicidal Utopian Delusions in the 21st Century: Philosophy, Human Nature and the Collapse of Civilization-- Articles and Reviews 2006-2017 2nd Edition Feb 2018. Las Vegas, USA: Reality Press. pp. 620-626.
    "There is something fascinating about science. One gets such wholesale returns of conjecture out of such a trifling investment of fact" Mark Twain-Life on the Mississippi -/- This is a lovely book full of fascinating info on the evolution of physics and cosmology. Its main theme is how the idea of higher dimensional geometry created by Riemann, recently extended to 24 dimensions by string theory, has revolutionized our understanding of the universe. Everyone knows that Riemann created multidimensional geometry in (...)
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  43. Plato's Theory of Forms and Other Papers.John-Michael Kuczynski - 2020 - Madison, WI, USA: College Papers Plus.
    Easy to understand philosophy papers in all areas. Table of contents: Three Short Philosophy Papers on Human Freedom The Paradox of Religions Institutions Different Perspectives on Religious Belief: O’Reilly v. Dawkins. v. James v. Clifford Schopenhauer on Suicide Schopenhauer’s Fractal Conception of Reality Theodore Roszak’s Views on Bicameral Consciousness Philosophy Exam Questions and Answers Locke, Aristotle and Kant on Virtue Logic Lecture for Erika Kant’s Ethics Van Cleve on Epistemic Circularity Plato’s Theory of Forms Can we trust our senses? Yes (...)
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  44. The grand challenge for psychoanalysis – and neuropsychoanalysis: taking on the game.Ariane Bazan - 2011 - Frontiers in Psychology 2:220.
    As Ebbinghaus (1908) tells us in the opening words of his popular textbook of psychology, “psychology has a long past but only a short history.” In my opinion, there are three foundational moments in the history of psychology and, paradoxically, all three are moments of great advancement in biology. First, in the long past of psychology, psychology did not exist as such but was part of philosophy. It is extremely interesting to understand why it has been necessary, at one point (...)
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  45. The Adinkra Game: An Intercultural Communicative and Philosophical Praxis.Kofi Dorvlo & A. S. C. A. Muijen - 2021 - In Kofi Dorvlo & A. S. C. A. Muijen (eds.), Cultures at School and at Home. Rauma, Finland: pp. 32.
    In 2020, an international team of intercultural philosophers and African linguists created a multilinguistic game named Adinkra. This name refers to a medieval rooted symbolic language in Ghana that is actively used by the Akan and especially the Asante among them to communicate indirectly. The Akan is both the meta-ethnic name of the largest Ghanaian cultural-linguistic group of which the Asante is an Akan cultural subgroup and of a Central Tano language of which Asante-Twi is a dialect. The Adinkra (...)
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  46.  79
    Imaginary anthropologies. On Wittgenstein's last writings and epistemic relativism.Claudio Fabbroni - 2024 - In Yannic Kappes, Asya Passinsky, Julio De Rizzo & Benjamin Schnieder (eds.), Facets of Reality — Contemporary Debates. Beiträge der Österreichischen Ludwig Wittgenstein Gesellschaft / Contributions of the Austrian Ludwig Wittgenstein Society. Band / Vol. XXX. Austrian Ludwig Wittgenstein Society. pp. 224-233.
    To Wittgenstein’s late thought is often attributed a form of cultural or epistemic relativism, according to which truths are relative to the criteria of justification valid within a linguistic community. This paper aims to show that this attribution lies largely on a misinterpretation of Wittgenstein’s ideas on the relation between language-games and forms of life. In the first section are presented the grounds for some relativist readings of Wittgenstein’s thought. In the second section, through the analysis of some passages (...)
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  47. Sharing (mis) information on social networking sites. An exploration of the norms for distributing content authored by others.Lavinia Marin - 2021 - Ethics and Information Technology 23 (3):363-372.
    This article explores the norms that govern regular users’ acts of sharing content on social networking sites. Many debates on how to counteract misinformation on Social Networking Sites focus on the epistemic norms of testimony, implicitly assuming that the users’ acts of sharing should fall under the same norms as those for posting original content. I challenge this assumption by proposing a non-epistemic interpretation of (mis) information sharing on social networking sites which I construe as infrastructures for forms of (...) found online. Misinformation sharing belongs more in the realm of rumour spreading and gossiping rather than in the information-giving language games. However, the norms for sharing cannot be fixed in advance, as these emerge at the interaction between the platforms’ explicit rules, local norms established by user practices, and a meta-norm of sociality. This unpredictability does not leave us with a normative void as an important user responsibility still remains, namely that of making the context of the sharing gesture explicit. If users will clarify how their gestures of sharing are meant to be interpreted by others, they will implicitly assume responsibility for possible misunderstandings based on omissions, and the harms of shared misinformation can be diminished. (shrink)
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  48. Taking Responsibility, Defensiveness, and the Blame Game.Pamela Hieronymi - 2023 - In Ruth Chang & Amia Srinivasan (eds.), Conversations in Philosophy, Law, and Politics. New York, USA: Oxford University Press. pp. 151–165.
    I consider Paulina Sliwa’s fruitful account of “taking responsibility” as “owning the normative footprint” of a wrong. Unlike most, Sliwa approaches the topic without concern for what I call “responsible agency.” I raise the possibility that this is virtue. I then question whether the “footprint” is simply given with the wrong or whether it must instead be made determinate through subsequent interaction, perhaps through conversation. I next distinguish two different kinds of conversation: a cooperative negotiation and a low-level power struggle. (...)
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  49. Wittgenstein: The Only Genius of the Century?Thomas Nagel - 1971 - The Village Voice 1971 (February 11):14 ff.
    Thomas Nagel provides a brief summary of Wittgenstein's thought, both early and late, for the general public. Summarizing the late Wittgenstein, Nagel writes: "The beginning, the point at which we run out of justifications for dividing up or organizing the world or experience as we do, is typically a form of life. Justification comes to an end within it, not by an appeal to it. This is as true of the language of experience as it is of the language (...)
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  50. The Problem of Evil in Virtual Worlds.Brendan Shea - 2017 - In Mark Silcox (ed.), Experience Machines: The Philosophy of Virtual Worlds. London: Rowman & Littlefield. pp. 137-155.
    In its original form, Nozick’s experience machine serves as a potent counterexample to a simplistic form of hedonism. The pleasurable life offered by the experience machine, its seems safe to say, lacks the requisite depth that many of us find necessary to lead a genuinely worthwhile life. Among other things, the experience machine offers no opportunities to establish meaningful relationships, or to engage in long-term artistic, intellectual, or political projects that survive one’s death. This intuitive objection finds some (...)
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